NWScript has no way to directly target the screen for output. Instead, for instance, in-game characters such as the player character can be made to speak the typical "Hello world" example message. This script puts a "Hello world" message in the player's message log. For it to work, it should be placed in the OnClientEnter event of the module'sproperties.

voidmain(){SendMessageToPC(GetEnteringObject(),"Hello world");}

The first line is the void main function which is the function that a NWScript will start at. In the third line, the text Hello world is sent to the player's in-game message log.

When saving a script, the Aurora Toolset saves the plain text of the script as a file with a .nss filename extension. When compiling the script, a .ncs containing Bytecode to be run on the NWScript Virtual Machine file is created. If turned on, a debug information file with an .ndb extension is also created. The game uses only the .ncs file (and the .ndb file if called).

When saving the created module, the files are packed into a single module file with a .mod extension, along with other information about the layout of the module.